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Gargantuan Outsider (Evil, Extraplanar)
Hit Dice: 18d8+126 (207 hp)
Speed: 50 ft. (10 squares)
Armour Class: 24 (–4 size, +18 natural), touch 6, flat-footed 24
Base Attack/Grapple: +18/+47
Attack: Gore +32 melee (2d8+17)
Full Attack: Two gores +32 melee (2d8+17) and two slams +29 melee (2d6+17) and sting +29 melee (2d6+17 plus poison)
Space/Reach: 20 ft./20 ft.
Special Attacks: Poison, toss, trample 2d6+26, trump of doom
Special Qualities: Damage resistance 15/good, fast healing 5, great balance, immunity to fire, poison and electricity, immovable, outsider qualities, resistance cold 10, sonic 10 and acid 10, spell resistance 23
Saves: Fort +20, Ref +11,Will +13
Abilities: Str 45, Dex 10, Con 24, Int 2, Wis 14, Cha 12
Skills: Balance +14, Intimidate +22, Listen +23, Search +3, Spot +23
Feats: Awesome Blow, Cleave, Great Fortitude, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (gore)
Environment: Lower planes
Challenge Rating: 19
Alignment: Always evil
Advancement: 19–20 HD (Gargantuan), 21–25 HD (Colossal)
Level Adjustment: —
The ground shakes as it approaches and it seems not to be solely due to the creature’s size, but rather that the earth itself shivers in terror. The mass of it makes it hard to judge the distance…it continues to grow larger and larger and yet does not arrive. The form is that of an elephant, but bloated and corrupted. The great curling tusks are barbed and it has a tail something like that of a scorpion, only longer and more flexible. It rears back to howl and the sound turns bones to powder.
cholars of the infernal realms no doubt have a formal nomenclature for this native of those planes, a mouth- straining garble of syllables, but those few who have encountered it and retained both life and sanity enough to describe it christened it the hellephant and that is the name which has stuck. The creature is found amidst the diseased jungles and burning plains of the lower realms, from the Razorleaf Twists to the Vampire Grasslands. Malicious and hateful, but not intelligent, it is often used by demons and devils as an instrument of war, both against each other and against the material world. Rarely, a natural gate or a foolish summoner will cause one to appear in the Material Plane unescorted. If anything, such a creature is even more dangerous than one serving a demonic or diabolic master; the master may be convinced to return and take the beast with it, but a hellephant alone must be confronted and killed.
The hellephant is most often encountered when being ridden into war by demons or devils. In such cases, make the following modifications:
It is armoured in +2 barding, giving it a +2 armour bonus to AC.
It has a riding structure on its back. This structure has a hardness of eight and 75 hit points and can support two Huge, eight Large or 32 Medium creatures, usually devils or demons of roughly humanoid shape. This structure grants them cover, giving them +4 to Armour Class against melee attacks and +6 to Armour Class against ranged attacks. Battle hellephants are normally well-trained and will obey their commanders. However, if the creature takes more than 25% of its hit points in damage from a single attack or loses 75% of its total hit points, the commander must make a Handle Animal check (DC 25) each round to control it. If the check fails, the hellephant runs wild, attacking friend and foe alike.
The hellephant normally begins with a trump of doom, then charges into its foes, taking full advantage of its Awesome Blow feat. When in the midst of enemies, it will normally attack as many of them as possible at once, goring one, stomping another and impaling a third on its stinger. Only if faced with a foe one size category smaller than itself or larger does it turn all of its attacks against it. Its simple mind recognises only size, not skill, so it will ignore the high-level paladin darting about its legs to confront the less dangerous but larger cat anachra in front of it. The amount of damage it can deal on a single target is great, so those planning to use such tactics are advised to have a fair number of sacrificial giants to hurl at it.
When used as a war beast, it will obey the commands of its masters, who are not so easily distracted.
Immovable (Ex): The hellephant is extremely difficult to unbalance or shove. It receives a +10 racial bonus on all Balance or grapple checks to resist being bull rushed, shoved, tripped and so forth.
Poison (Ex): Injury, Fortitude DC 26, primary damage 1d6 Dex, secondary damage 2d6 Con. The save DC is Constitution-based.
Toss (Ex): If the hellephant hits with a gore attack against a target smaller than itself, the target must make a Reflex save (DC 19, this DC is Dexterity-based) or be impaled on the tusk. If this occurs then the character is considered to be grappling with the hellephant. On the round following, the hellephant may forego making any gore attacks to hurl the grappled character skyward. The distance travelled is based on the size of the gored target, as follows:
|Small or smaller||100 ft.|
The target then takes the appropriate falling damage as it lands 1d6x5 feet from the hellephant in a random direction. If the target square is occupied, the occupant may make a Reflex save (DC 20) or a Tumble check (DC 15) to avoid being struck by the falling body. If this check fails, the occupant takes half the damage done to the falling character.
A hellephant may gore two beings on a single turn and toss both of them on the next turn. It may not use its tusk attack if there is someone already impaled on the tusk. Anyone impaled but not tossed suffers 1d8 points of damage per turn and may make a grapple check each round to try to get free.
Trample (Ex): Reflex DC 36 half. The save DC is Strength-based.
Trump of Doom (Su): Three times per day, as a full action, a hellephant may channel its fury and hatred into a flesh-liquefying, mind-shredding howl. All those within 120 feet of the hellephant must make a Fortitude save (DC 26, this save DC is Constitution-based) or take 8d6 points of sonic damage. In addition, they must make a Will save (DC 20, this save DC is Charisma-based) or suffer the following consequences:
|4–6||Panicked for 5d6 rounds|
|7–9||Frightened for 3d6 rounds|
|10+||Shaken for 1d6 rounds|